This. Challenge Difficulty wasn't introduced for people to earn rewards from, because the challenge was meant to be the reward. The system was added for people who wanted Overland to feel threatening and engaging. Now it's very possible the Gold and Exp don't adjust well to how hard Vestige is, and that's something the devs should 100% be listening to feedback on.There is none. There isn't meant to be beyond personal preference.
Clarification: Vestige is the incentive and reward. It's entirely a sense of self-accomplishment.
So, to answer some questions on Challenge Difficulty and instancing combat. This is going to be a little bit technical to hopefully explain the limitations from that perspective.
Everything in the game has a "weight" to it. This includes monsters (very weight heavy), interactable objects (these very but can be weight heavy), etc. Weight is determined by how much information is stored in a given object. I mention this because we have formulas for how much "weight" we can attribute to a given zone or instance of a zone and that is based on the intended player cap. So, for instance, Overland zones generally have no weight restrictions because we expect a lot of players in those zones so the weight attributed to the zone is justified and won't adversely affect the server. It gets much more tricky in situations where we expect reduced players in a given zone. The most restrictive are solo instances or fight spaces. We have a lot of development tools we use to make sure we do not exceed weight capacities in these spaces so it should feel seamless to players.
Each zone is controlled on the backend by something that determines which of our servers will spin up which zones when new copies are needed. In Greymoor, we saw the effects of the zones being spun up were not correctly attributing weight. Trials would spin up on weight heavy controllers which would result in adverse conditions in any zone connected to that controller. Our engineers took great pains to reorganize the code in these controllers to make sure the zones were even and weight was correctly distributed.
I bring this up to highlight the technical aspects of how the game operates from a monster and zone perspective to further illustrate that spinning up new zones based on difficulty without weight concerns and attribution would be extremely detrimental to the entire game. Needing to essentially double all of the available zones in the game without regard to population and weight would mean the entire server would have some pretty major issues regardless of where you would be playing. Even in Delves and Public Dungeons, locations that were not created with these concerns in mind, would potentially be breaking for the server.
We want Challenge Difficulty to be a fun experience for players and, while most of the feedback is regarding the desire for us not to split players from a design standpoint, the technical concerns are most likely bigger than that. This is not said to dismiss feedback but more provide context.
Please DO keep providing feedback. We have some fixes in the works coming for CD. Mainly around the calculations we are making on the backend so that player damage is more in line with expectations but that is not exhaustive and we continue to monitor things. We are taking a look at the Master difficulty in particular as thats where I think most folks will find their groove and we want to make that as smooth as possible.
You can't compare the two, because the point of doing those activities IS to be rewarded. The rewards are incentives for engaging with that content.Applying the logic that the difficulty is the reward, we should go ahead and remove all veteran and hard mode achievements in dungeons and trials, along with all of their respective rewards…
How many people would agree to this?
You can't compare the two, because the point of doing those activities IS to be rewarded. The rewards are incentives for engaging with that content.Applying the logic that the difficulty is the reward, we should go ahead and remove all veteran and hard mode achievements in dungeons and trials, along with all of their respective rewards…
How many people would agree to this?
Challenge Difficulty is NOT the same thing. The content itself is the incentive and the reward. That's how it was always meant to be from the start.
You really can't when the entire point of Challenge Difficulty was ONLY to make things harder, not to give a lot of unique rewards for participating in it. There's nothing to argue here. It wasn't content made to reward you for doing it like Dungeons, Trials, IA, and so on. Literally the entire point of doing it IS for the increased difficulty. Just because other content rewards you for doing it doesn't mean all content that gets added has to be the same way.You can't compare the two, because the point of doing those activities IS to be rewarded. The rewards are incentives for engaging with that content.Applying the logic that the difficulty is the reward, we should go ahead and remove all veteran and hard mode achievements in dungeons and trials, along with all of their respective rewards…
How many people would agree to this?
Challenge Difficulty is NOT the same thing. The content itself is the incentive and the reward. That's how it was always meant to be from the start.
You can DIRECTLY compare the two because they are both increased difficulty variants of the same activities. Regardless of introduced mechanics.
Applying the logic that the difficulty is the reward, we should go ahead and remove all veteran and hard mode achievements in dungeons and trials, along with all of their respective rewards…
How many people would agree to this?
You can't compare the two, because the point of doing those activities IS to be rewarded. The rewards are incentives for engaging with that content.Applying the logic that the difficulty is the reward, we should go ahead and remove all veteran and hard mode achievements in dungeons and trials, along with all of their respective rewards…
How many people would agree to this?
Challenge Difficulty is NOT the same thing. The content itself is the incentive and the reward. That's how it was always meant to be from the start.
You can DIRECTLY compare the two because they are both increased difficulty variants of the same activities. Regardless of introduced mechanics.
Applying the logic that the difficulty is the reward, we should go ahead and remove all veteran and hard mode achievements in dungeons and trials, along with all of their respective rewards…
How many people would agree to this?
The goal of the changes was never to add a better incentive for you to grind, it was introduced as an easy to implement stop-gap solution for players that kept complaining about difficulty. That's why the "difficulty" is just relating to damage done and taken, and not actual enemies with more variation in behavior.
It's hard to believe otherwise, when the result speaks for itself.
StackonClown wrote: »The goal of the changes was never to add a better incentive for you to grind, it was introduced as an easy to implement stop-gap solution for players that kept complaining about difficulty. That's why the "difficulty" is just relating to damage done and taken, and not actual enemies with more variation in behavior.
It's hard to believe otherwise, when the result speaks for itself.
So something for a very small vocal minority who will leave the game anyway ?
SerafinaWaterstar wrote: »I thought this was all about challenging yourself as a player? Not rewards?
SerafinaWaterstar wrote: »(Knee this would happen. Some people are never satisfied.)


What mental gymnastics did I wake up to?
Let’s not put words in people’s mouths now. 😁
This thread is feedback, not complaints, not whining, not attacking anyone, it is my honest criticism of the reward structure provided by Challenge Difficulty. My feedback is that the new slider does not adhere to the same risk-vs-reward structure that the rest of the game follows.
Saying that Challenge Slider was added just “for thrills” is a bold assumption, there are a plethora of reasons why this was needed, one such reason is that for over a decade we have had a push for a more rewarding game.
Rewards throughout Overland have been notoriously stingy, and while this has been remedied in the last few Chapters, we still have plenty of old zones that do not reward anything.
Let’s also keep in mind that Fin has said that the team is still working on the reward structure for this, and that the slider is a work in progress.
Instead of creating some weird narrative about people complaining (this thread is not that) why don’t you amazing constructive people come up with your own feedback regarding your own experience?